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2026-02-02 04:50:13 +01:00

946 lines
33 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "watchmaker/3d/render/shadows.h"
#include "watchmaker/3d/math/Matrix4x4.h"
#define MAX_SHADOW_BOXES 20 // max shadows
namespace Watchmaker {
SHADOWBOX *ShadowBoxesList[MAX_SHADOW_BOXES];
unsigned int gNumShadowBoxesList = 0;
unsigned int gGetTextureListPosition();
extern unsigned int CurLoaderFlags;
#if 0
#pragma pack(1)
struct COLORVERTEX { // vertex structures
D3DVECTOR p;
D3DCOLOR c;
};
struct TRANSCOLORVERTEX { // transformed vertex
D3DVECTOR p;
D3DVALUE rhw;
D3DCOLOR c;
};
#pragma pack()
#endif
#define MAX_SHADOW_BOXES 20 // max shadows
bool g_bUseOneBitStencil = FALSE; // if Stencil buffer if 1 bit deep only
DWORD g_max_StencilVal = 255; // maximum value the stencil buffer will hold
#if 0
D3DSTENCILOP g_StencDecOp, g_StencIncOp; // increment e decrement functions
LPDIRECTDRAWSURFACE7 g_pddsShadowBuffer = NULL;
LPDIRECTDRAWSURFACE7 g_pddsShadowZBuffer = NULL;
#endif
//************************************************************************************************
inline void SetIdentityMatrix(Matrix4x4 &m) { // set D3D matrix to identity
m.setIdentity();
}
#if 0
//************************************************************************************************
int ccw(COLORVERTEX *P[], int i, int j, int k) { // for convex-hull
double a = P[i]->p.x - P[j]->p.x,
b = P[i]->p.y - P[j]->p.y,
c = P[k]->p.x - P[j]->p.x,
d = P[k]->p.y - P[j]->p.y;
return a * d - b * c <= 0; // true if points i, j, k counterclockwise
}
//*********************************************************************************************
int cmpl(const void *a, const void *b) { // for convex-hull
float v;
COLORVERTEX **av, **bv;
av = (COLORVERTEX **)a;
bv = (COLORVERTEX **)b;
v = (*av)->p.x - (*bv)->p.x;
if (v > 0) return 1;
if (v < 0) return -1;
v = (*bv)->p.y - (*av)->p.y;
if (v > 0) return 1;
if (v < 0) return -1;
return 0;
}
//*********************************************************************************************
int cmph(const void *a, const void *b) {
return cmpl(b, a); // for convex-hull
}
//*********************************************************************************************
int make_chain(COLORVERTEX *V[], int n, int (*cmp)(const void *, const void *)) { // for convex-hull
int i, j, s = 1;
COLORVERTEX *t;
qsort(V, n, sizeof(COLORVERTEX *), cmp);
for (i = 2; i < n; i++) {
for (j = s; j >= 1 && ccw(V, i, j, j - 1); j--)
{}
s = j + 1;
t = V[s];
V[s] = V[i];
V[i] = t;
}
return s;
}
//*********************************************************************************************
int ch2d(COLORVERTEX *P[], int n) { // for convex-hull
int u = make_chain(P, n, cmpl); // make lower hull
if (!n) return 0;
P[n] = P[0];
return u + make_chain(P + u, n - u + 1, cmph); // make upper hull
}
//************************************************************************************************
void Find2DConvexHull(DWORD nverts, COLORVERTEX *pntptr, DWORD *cNumOutIdxs, WORD **OutHullIdxs) { // find a convex hull
COLORVERTEX **PntPtrs;
DWORD i;
*cNumOutIdxs = 0; //max space needed is n+1 indices
*OutHullIdxs = (WORD *)malloc((nverts + 1) * (sizeof(DWORD) + sizeof(COLORVERTEX *)));
PntPtrs = (COLORVERTEX **) & (*OutHullIdxs)[nverts + 1];
// alg requires array of ptrs to verts (for qsort) instead of array of verts, so do the conversion
for (i = 0; i < nverts; i++) {
PntPtrs[i] = &pntptr[i];
}
*cNumOutIdxs = ch2d(PntPtrs, nverts);
// convert back to array of idxs
for (i = 0; i < *cNumOutIdxs; i++) {
(*OutHullIdxs)[i] = (WORD)(PntPtrs[i] - &pntptr[0]);
}
}
#endif
/* -----------------25/08/1999 16.41-----------------
* find 2D convex hull for the object
* --------------------------------------------------*/
bool rMakeShadowVolume(SHADOWBOX *sb, gVertex *InVerts, DWORD nverts, float lightm[9]) {
warning("Stubbed: rMakeShadowVolume");
#if 0
Matrix4x4 matWorld, matView, matProj, IDmat;
DWORD i;
HRESULT hr;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
unsigned int AlphaVal = 98;
SHADOW *shad = &sb->ShadowsList[sb->NumShadowsList++];
// Get a ptr to the ID3D object to create materials and/or lights. Note:
// the Release() call just serves to decrease the ref count.
LPDIRECT3D7 pD3D;
pd3dDevice->GetDirect3D(&pD3D);
pD3D->Release();
LPDIRECT3DVERTEXBUFFER7 VB_Proj;
D3DVERTEXBUFFERDESC vbDesc;
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbDesc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
// xyz+color so we can render them in showshadvol mode
// Create vertex buffer to hold shadow volumes verts
if (shad->VB == NULL) {
// now form array of indices that will make the tris
ZeroMemory(shad, sizeof(SHADOW));
shad->num_objverts = nverts;
vbDesc.dwNumVertices = nverts * 2; // *2 to hold top of shadvol for infin light source
if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &shad->VB, 0)))
return hr;
// alloc enough to hold largest-case shadvol (max # of verts in c-hull is nverts)
// (nverts+1)*2 for tri mesh to hold shadvol sides + nverts to hold tri-fan
shad->pwShadVolIndices = (WORD *)t3dCalloc(sizeof(WORD) * (nverts + 1) * 2);
}
// create VB_Proj vertex buffer as a target for the vertex-projection operation used to compute
// the silhouette
vbDesc.dwNumVertices = nverts;
vbDesc.dwFVF = D3DFVF_XYZRHW;
// even though RHW not used, must specify it or ProcessVerts will not consider this as a valid
// target to xform verts into
if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &VB_Proj, NULL)))
return hr;
// must lock VB, then copy verts into its space.
COLORVERTEX *VBvertptr;
shad->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(VOID **) &VBvertptr, NULL);
// have to copy verts into VB memory. I reformat into COLORVERTEX to do this.
// could prevent reformat and do a straight memcpy if Find2DConvexHull used D3DVERTEX tho.
COLORVERTEX *cvptr = VBvertptr;
gVertex *d3dvptr = InVerts;
// reformat D3DVERTEX array to COLORVERTEX array
for (i = 0; i < nverts; i++) {
cvptr->p.x = d3dvptr->x;
cvptr->p.y = d3dvptr->y;
cvptr->p.z = d3dvptr->z;
cvptr->c = RGBA_MAKE(0xff, 0x0, 0x0, 0xff); // shadvol is semi-transparent black
cvptr++;
d3dvptr++;
}
shad->VB->Unlock();
// save cur matrices so we can use xform pipeln to project verts supafast
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
SetIdentityMatrix(IDmat);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &IDmat);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &IDmat);
// for view matrix, all we want is anything that projects the verts onto a plane
// perp to light direction. so any eyepoint is OK (try to make obj near origin though,
// so look at one of the verts). dont care what direction is view up vector (y).
rSetViewMatrix(lightm[0], lightm[1], lightm[2],
lightm[3], lightm[4], lightm[5],
lightm[6], lightm[7], lightm[8],
0.0f, 0.0f, 0.0f);
// do the planar projection
VB_Proj->ProcessVertices(D3DVOP_TRANSFORM,
0, // write new verts at idx 0
nverts,
shad->VB,
0, // read src verts from idx 0
pd3dDevice,
0x0); // no flags
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
COLORVERTEX *pntptr;
VB_Proj->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(void **) &pntptr, NULL);
WORD *OutHullIdxs;
DWORD n_idxs;
Find2DConvexHull(nverts, pntptr, &n_idxs, &OutHullIdxs); // This is the function supplied with dx6
VB_Proj->Unlock();
VB_Proj->Release(); // just needed the indices of hull
shad->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(void **) &VBvertptr, NULL);
// make shadow volume by taking hull verts and project them along light dir far enough
// to be offscreen
// add verts to end of VB
for (i = 0; i < n_idxs; i++) {
VBvertptr[nverts + i].p.x = VBvertptr[OutHullIdxs[i]].p.x - (2000.0f * lightm[6]); // scale factor of 10 should be enough
VBvertptr[nverts + i].p.y = VBvertptr[OutHullIdxs[i]].p.y - (2000.0f * lightm[7]); // scale factor of 10 should be enough
VBvertptr[nverts + i].p.z = VBvertptr[OutHullIdxs[i]].p.z - (2000.0f * lightm[8]); // scale factor of 10 should be enough
VBvertptr[nverts + i].c = RGBA_MAKE(0x0, 0xff, 0x0, 0xff);
}
shad->totalverts = nverts + n_idxs;
// now form array of indices that will make the tris
// shad vol will have n_idxs square sides
shad->num_side_indices = (n_idxs + 1) * 2;
// if shadvol is not capped, shadow may be drawn in place where a backfacing cap is missing even
// though no geometry is there
//f shad->num_cap_indices=n_idxs;
shad->num_cap_indices = 0;
WORD *idxptr;
idxptr = shad->pwShadVolSideIndices = shad->pwShadVolIndices;
// tris for all facets but final one
for (i = 0; i < n_idxs; i++) {
// outhullidx[i] is the index of the ith vertex of the n_idx convex hull verts
// nverts+i is the index of the projected vert corresponding to the OutHullIdx[i] vertex
*idxptr++ = OutHullIdxs[i];
*idxptr++ = (WORD)(nverts + i);
}
// add tris for final facet (i==n_idxs)
*idxptr++ = OutHullIdxs[0];
*idxptr++ = (WORD)(nverts + 0);
//m shad->pwShadVolCapIndices=idxptr;
free(OutHullIdxs); // allocated by Find2DConvexHull
shad->VB->Unlock();
#endif
return true;
}
/* -----------------25/08/1999 16.41-----------------
* makes a shadow box to avoid stenciled shadows over the object
* --------------------------------------------------*/
bool rMakeShadowBox(SHADOWBOX *sb, float BoxX, float BoxY, float BoxZ, WORD intens) {
warning("Stubbed: rMakeShadowBox");
#if 0
bool hr;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
// Get a ptr to the ID3D object to create materials and/or lights. Note:
// the Release() call just serves to decrease the ref count.
LPDIRECT3D7 pD3D;
pd3dDevice->GetDirect3D(&pD3D);
pD3D->Release();
D3DVERTEXBUFFERDESC vbDesc;
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbDesc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
// xyz+color so we can render them in showshadvol mode
// Create vertex buffer to hold shadow volumes verts
if (sb->VB == NULL) {
sb->NumVerts = 16;
sb->NumIndices = 12 * 3;
vbDesc.dwNumVertices = sb->NumVerts;
if (FAILED(hr = pD3D->CreateVertexBuffer(&vbDesc, &sb->VB, 0)))
return hr;
// alloc enough to hold largest-case shadvol (max # of verts in c-hull is nverts)
// (nverts+1)*2 for tri mesh to hold shadvol sides + nverts to hold tri-fan
sb->pwIndices = (WORD *)t3dCalloc(sizeof(WORD) * sb->NumIndices);
WORD *curind = sb->pwIndices;
*curind++ = 0;
*curind++ = 1;
*curind++ = 2; // Base scura
*curind++ = 2;
*curind++ = 1;
*curind++ = 3;
*curind++ = 0;
*curind++ = 4;
*curind++ = 1; // Bordo sinistro scuro
*curind++ = 1;
*curind++ = 4;
*curind++ = 5;
*curind++ = 2;
*curind++ = 6;
*curind++ = 0; // Bordo destro scuro
*curind++ = 0;
*curind++ = 6;
*curind++ = 4;
*curind++ = 12;
*curind++ = 13;
*curind++ = 14; // Testa chiara
*curind++ = 14;
*curind++ = 13;
*curind++ = 15;
*curind++ = 11;
*curind++ = 15;
*curind++ = 9; // Bordo sinistro chiaro
*curind++ = 9;
*curind++ = 15;
*curind++ = 13;
*curind++ = 10;
*curind++ = 14;
*curind++ = 11; // Bordo destro chiaro
*curind++ = 11;
*curind++ = 14;
*curind++ = 15;
}
sb->NumShadowsList = 0;
sb->Intensity = intens;
// must lock VB, then copy verts into its space.
COLORVERTEX *VBvertptr;
sb->VB->Lock(DDLOCK_NOSYSLOCK | DDLOCK_WRITEONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
(VOID **) &VBvertptr, NULL);
// have to copy verts into VB memory. I reformat into COLORVERTEX to do this.
// could prevent reformat and do a straight memcpy if Find2DConvexHull used D3DVERTEX tho.
COLORVERTEX *cvptr = VBvertptr;
D3DCOLOR cshadow = RGBA_MAKE(0x0, 0x0, 0x0, intens);
D3DCOLOR clight = RGBA_MAKE(0x0, 0x0, 0x0, 0);
// 0: Base Piu' distante scuro
cvptr->p.x = BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 1: Base Sinistra scuro
cvptr->p.x = -BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxX;
cvptr->c = cshadow;
cvptr ++;
// 2: Base Destra scuro
cvptr->p.x = BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxX;
cvptr->c = cshadow;
cvptr ++;
// 3: Base Piu' vicino scuro
cvptr->p.x = -BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 4: Testa Piu' distante scura
cvptr->p.x = BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 5: Testa Sinistra scuro
cvptr->p.x = -BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = BoxX;
cvptr->c = cshadow;
cvptr ++;
// 6: Testa Destra scuro
cvptr->p.x = BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxX;
cvptr->c = cshadow;
cvptr ++;
// 7: Testa Piu' vicino scuro
cvptr->p.x = -BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxZ;
cvptr->c = cshadow;
cvptr ++;
// 8: Base Piu' distante chiaro
cvptr->p.x = BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxZ;
cvptr->c = clight;
cvptr ++;
// 9: Base Sinistra chiaro
cvptr->p.x = -BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = BoxX;
cvptr->c = clight;
cvptr ++;
// 10: Base Destra chiaro
cvptr->p.x = BoxZ;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxX;
cvptr->c = clight;
cvptr ++;
// 11: Base Piu' vicino chiaro
cvptr->p.x = -BoxX;
cvptr->p.y = 5.0f;
cvptr->p.z = -BoxZ;
cvptr->c = clight;
cvptr ++;
// 12: Testa Piu' distante chiaro
cvptr->p.x = BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = BoxZ;
cvptr->c = clight;
cvptr ++;
// 13: Testa Sinistra chiaro
cvptr->p.x = -BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = BoxX;
cvptr->c = clight;
cvptr ++;
// 14: Testa Destra chiaro
cvptr->p.x = BoxZ;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxX;
cvptr->c = clight;
cvptr ++;
// 15: Testa Piu' vicino chiaro
cvptr->p.x = -BoxX;
cvptr->p.y = BoxY;
cvptr->p.z = -BoxZ;
cvptr->c = clight;
cvptr ++;
sb->VB->Unlock();
ShadowBoxesList[gNumShadowBoxesList++] = sb;
#endif
return true;
}
/* -----------------25/08/1999 17.24-----------------
* renders a stenciled convex hull
* --------------------------------------------------*/
bool RenderShadow(SHADOW *pShad,
void *lpVBuf) {
warning("TODO: Stubbed RenderShadow");
#if 0
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
pd3dDevice->SetTexture(0, NULL);
// Turn depth buffer off, and stencil buffer on
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT); // dont want to bother interpolating color
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
// Set up stencil compare fuction, reference value, and masks
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_ALWAYS);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_KEEP);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, D3DSTENCILOP_KEEP);
if (g_bUseOneBitStencil) {
// If ztest passes, write !(g_bInvertStencilBufferSense) into stencil buffer
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_REPLACE);
} else {
// If ztest passes, inc/decrement stencil buffer value
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILMASK, 0xffffffff);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILWRITEMASK, 0xffffffff);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, g_StencIncOp);
}
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
// this should result in the tri color being completely dropped
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO);
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
// draw front-side of shadow volume in stencil/z only
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, lpVBuf, 0, pShad->totalverts,
pShad->pwShadVolSideIndices,
pShad->num_side_indices, 0x0);
// Now reverse cull order so back sides of shadow volume are written.
if (g_bUseOneBitStencil) {
// write 0's/1's into stencil buffer to erase pixels beyond back of shadow
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x0);
} else {
// increment stencil buffer value
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, g_StencDecOp);
}
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
// Draw back-side of shadow volume in stencil/z only
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, lpVBuf, 0, pShad->totalverts,
pShad->pwShadVolSideIndices,
pShad->num_side_indices, 0x0);
// Restore render states
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
//f pd3dDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
#endif
return true;
}
/* -----------------25/08/1999 17.25-----------------
* renders an object stenciled shadows box
* --------------------------------------------------*/
bool RenderShadowBox(SHADOWBOX *pSB,
int lpVBuf) {
warning("TODO: RenderShadowBox");
#if 0
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
pd3dDevice->SetTexture(0, NULL);
// Turn depth buffer off, and stencil buffer on
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
// Set up stencil compare fuction, reference value, and masks
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_LESSEQUAL);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILZFAIL, D3DSTENCILOP_ZERO);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFAIL, D3DSTENCILOP_ZERO);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_ZERO);
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
// this should result in the tri color being completely dropped
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, lpVBuf, 0, pSB->NumVerts,
pSB->pwIndices,
pSB->NumIndices, 0x0);
// Restore render states
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
#endif
return true;
}
/* -----------------25/08/1999 17.25-----------------
* Name: DrawShadow()
* Desc: Draws a big grey polygon over scene, and blend it with pixels with
* stencil 1, which are in shadow. Could optimize this by keeping track
* of rendered 2D extent rect of all shadow vols.
* --------------------------------------------------*/
bool DrawShadow(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2, WORD intens) {
warning("Stubbed: DrawShadow");
#if 0
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
// Since destcolor=SRCBLEND * SRC_COLOR + DESTBLEND * DEST_COLOR,
// this results in destcolor= (AlphaSrc) * SRC_COLOR + (1-AlphaSrc)*DestColor
pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
// stencil cmp func is defined as (ref cmpfn stencbufval).
// Only write where stencil val >= 1. (count indicates # of shadows that overlap that pixel)
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILFUNC, D3DCMP_LESSEQUAL);
//f pd3dDevice->SetRenderState( D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_KEEP );
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILPASS, D3DSTENCILOP_ZERO);
// Set the world matrix to identity to draw the big grey square
D3DMATRIX matWorld, matIdentity;
pd3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
SetIdentityMatrix(matIdentity);
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matIdentity);
// pd3dDevice->SetTransform( D3DTRANSFORMSTATE_VIEW, &matIdentity );
// pd3dDevice->SetTransform( D3DTRANSFORMSTATE_PROJECTION, &matIdentity );
TRANSCOLORVERTEX sqverts[4];
WORD sqindices[6];
sqverts[0].p.z = sqverts[1].p.z = sqverts[2].p.z = sqverts[3].p.z = 0.0f;
sqverts[0].rhw = sqverts[1].rhw = sqverts[3].rhw = sqverts[3].rhw = 0.0f;
sqverts[0].c = sqverts[1].c = sqverts[2].c = sqverts[3].c = RGBA_MAKE(0x0, 0x0, 0x0, intens);
sqindices[0] = 0;
sqindices[1] = 2;
sqindices[2] = 1;
sqindices[3] = 0;
sqindices[4] = 3;
sqindices[5] = 2;
sqverts[0].p.x = (float)x1;
sqverts[0].p.y = (float)y1;
sqverts[1].p.x = (float)x2;
sqverts[1].p.y = (float)y1;
sqverts[2].p.x = (float)x2;
sqverts[2].p.y = (float)y2;
sqverts[3].p.x = (float)x1;
sqverts[3].p.y = (float)y2;
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, (D3DFVF_XYZRHW | D3DFVF_DIFFUSE),
sqverts, 4, sqindices, 6, 0x0);
// Restore render states
pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_STENCILENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
#endif
return true;
}
/* -----------------25/08/1999 17.28-----------------
* prepare shadow for projection to a texture
* --------------------------------------------------*/
bool rMakeProjectiveShadow(SHADOWBOX *sb, void *InVerts, DWORD nverts) {
warning("Stubbed. rMakeProjectiveShadow");
#if 0
SHADOW *shad = &sb->ShadowsList[0];
D3DVERTEXBUFFERDESC vbDesc;
LPDIRECT3D7 pD3D;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
int pos;
if (shad->VB == NULL) {
pd3dDevice->GetDirect3D(&pD3D);
pD3D->Release();
vbDesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbDesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbDesc.dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;
// now form array of indices that will make the tris
shad->num_objverts = nverts;
vbDesc.dwNumVertices = nverts; // *2 to hold top of shadvol for infin light source
if (FAILED(pD3D->CreateVertexBuffer(&vbDesc, &shad->VB, 0))) {
DebugLogFile("Unable to create VertexBuffer");
return FALSE;
}
//Alloc indices for triangles
shad->pwShadVolSideIndices = (WORD *)t3dCalloc(sizeof(WORD) * (nverts + 1) * 3);
}
if (!g_pddsShadowBuffer) {
HRESULT LastError;
DDSURFACEDESC2 ddsd;
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
memcpy(&ddsd, &GraphicsModes[gCurrGraphicsMode].SurfDesc, sizeof(DDSURFACEDESC2));
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_3DDEVICE;
ddsd.dwWidth = 256;
ddsd.dwHeight = 256;
g_pddsShadowBuffer = gCreateSurface(&ddsd, g_pddsShadowBuffer);
if (!g_pddsShadowBuffer) {
DebugLogFile("Unable to create ShadowBuffer");
return FALSE;
}
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
g_pddsZBuffer->GetSurfaceDesc(&ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
ddsd.dwWidth = 256;
ddsd.dwHeight = 256;
g_pddsShadowZBuffer = gCreateSurface(&ddsd, g_pddsZBuffer);
if (!g_pddsShadowZBuffer) {
char str[200];
LastError = 0;
GetDDErrorString(LastError, str, 1);
DebugLogFile("CreateSurface for ShadowBuffer Z-buffer failed.\r\n%s", str);
return FALSE;
}
LastError = g_pddsShadowBuffer->AddAttachedSurface(g_pddsShadowZBuffer);
if (LastError != DD_OK) {
char str[200];
GetDDErrorString(LastError, str, 1);
DebugLogFile("AddAttachedBuffer To ShadowBuffer failed for Z-Buffer.%s", str);
return FALSE;
}
}
if (!shad->ProjectiveTexture.lpDDSurface) {
DDSURFACEDESC2 DDSurfDesc;
memset(&DDSurfDesc, 0, sizeof(DDSURFACEDESC2));
memcpy(&DDSurfDesc.ddpfPixelFormat, &gCurrentFormat->SurfaceDesc, sizeof(DDPIXELFORMAT));
memcpy(&DDSurfDesc, &GraphicsModes[gCurrGraphicsMode].SurfDesc, sizeof(DDSURFACEDESC2));
DDSurfDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
if (gRenderFlags & gAGPSUPPORTED) {
//Alloc texture in AGP
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_NONLOCALVIDMEM | DDSCAPS_VIDEOMEMORY |
DDSCAPS_TEXTURE;
} else {
//No AGP support; alloc in sysmem
DDSurfDesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
DDSurfDesc.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
}
DDSurfDesc.dwWidth = 256;
DDSurfDesc.dwHeight = 256;
if (!(shad->ProjectiveTexture.lpDDSurface = gCreateSurface(&DDSurfDesc, shad->ProjectiveTexture.lpDDSurface))) {
DebugLogFile("rMakeProjectiveShadow: gCreateSurface FAILED: Can't create surface");
return FALSE;
}
pos = gGetTextureListPosition();
if (pos == 0) {
DebugLogFile("rMakeProjectiveShadow: Can't create more textures");
return -1;
}
memset(&gTextureList[pos], 0, sizeof(gTexture));
strcpy(gTextureList[pos].Name, "Texture Buffer Shadow");
gTextureList[pos].lpDDSurface = shad->ProjectiveTexture.lpDDSurface;
gTextureList[pos].RealDimX = 256;
gTextureList[pos].RealDimY = 256;
gTextureList[pos].DimX = 256;
gTextureList[pos].DimY = 256;
gTextureList[pos].Flags = CurLoaderFlags;
}
ShadowBoxesList[gNumShadowBoxesList++] = sb;
sb->NumShadowsList = 1;
#endif
return TRUE;
}
/* -----------------25/08/1999 17.28-----------------
* renders shadow to a specific texture
* --------------------------------------------------*/
bool RenderProjectiveShadow(SHADOW *pShad) {
warning("Stubbed. RenderPojectiveShadow");
#if 0
HRESULT hres;
LPDIRECT3DDEVICE7 pd3dDevice = g_pd3dDevice;
LPDIRECTDRAWSURFACE7 OldRenderTarget;
D3DVIEWPORT7 NewViewport;
memset(&gOldViewport, 0, sizeof(D3DVIEWPORT7));
if (hres = pd3dDevice->GetViewport(&gOldViewport) != D3D_OK) {
DebugLogFile("Unable to get ViewPort2");
return hres;
}
memcpy(&NewViewport, &gOldViewport, sizeof(D3DVIEWPORT7));
if (hres = pd3dDevice->GetRenderTarget(&OldRenderTarget) != D3D_OK) {
DebugLogFile("Can't GetRenderTarget for shadow");
return hres;
}
if (hres = pd3dDevice->SetRenderTarget(g_pddsShadowBuffer, 0) != D3D_OK) {
DebugLogFile("Can't SetRenderTarget for shadow");
return hres;
}
NewViewport.dwHeight = NewViewport.dwWidth = 256;
if (hres = pd3dDevice->SetViewport(&NewViewport) != D3D_OK) {
DebugLogFile("Unable to set ShadowBuffer viewport");
return hres;
}
D3DRECT rect;
rect.x1 = rect.y1 = 0;
rect.x2 = 256;
rect.y2 = 256;
if (hres = pd3dDevice->Clear(1, &rect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 1.0f, 0) != D3D_OK) {
DebugLogFile("Unable to clear2 ShadowBuffer viewport");
return hres;
}
if (hres = g_pd3dDevice->BeginScene() != D3D_OK) {
DebugLogFile("Unable to begin Shadow scene");
return hres;
}
if (hres = pd3dDevice->SetTexture(0, NULL)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, D3DZB_FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT)) return hres; // dont want to bother interpolating color
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO)) return hres;
if (hres = pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, pShad->VB, 0, pShad->totalverts,
pShad->pwShadVolSideIndices,
pShad->num_side_indices, 0x0) != D3D_OK) {
DebugLogFile("Unable to DrawIndexedPrimitive for projected shadow");
return hres;
}
if (hres = g_pd3dDevice->EndScene() != D3D_OK) {
DebugLogFile("Unable to end shadow scene");
return hres;
}
if (hres = g_pd3dDevice->SetRenderTarget(OldRenderTarget, 0) != D3D_OK) {
DebugLogFile("Can't SetRenderTarget for shadows");
return hres;
}
if (hres = pd3dDevice->SetViewport(&gOldViewport) != D3D_OK) {
DebugLogFile("Unable to restore viewport");
return hres;
}
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, D3DZB_TRUE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE)) return hres;
if (hres = pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE)) return hres;
#endif
return true;
}
/* -----------------25/08/1999 17.31-----------------
* draw projected shadow texture to the room
* --------------------------------------------------*/
bool DrawProjectiveShadow(SHADOW *pShad) {
warning("Stubbed: DrawProjectiveShadow");
#if 0
bool hres;
if (hres = g_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetTexture(0, pShad->ProjectiveTexture.lpDDSurface) != DD_OK) return hres;
if (hres = g_pd3dDevice->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST,
pShad->ProjVertsVB, 0, pShad->totalverts,
pShad->pwShadVolCapIndices,
pShad->num_cap_indices, 0x0) != DD_OK) {
char str[255];
GetDDErrorString(hres, str, 1);
DebugLogFile("DrawIndexedPrimitiveVB ERROR:\n\r%s", str);
}
pShad->num_cap_indices = 0;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP) != DD_OK) return hres;
if (hres = g_pd3dDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE) != DD_OK) return hres;
#endif
return true;
}
} // End of namespace Watchmaker